| Body: Primary Attribute | Your physical body, as far as strength and ability to take damage, plus your appareance. Essentialy your ability to dish it out and take it. |
| Strength: Secondary Body Attribute | Raw muscle power. Lifting heavy things, hitting people really hard, carrying capacity. |
| Toughness: Secondary Body Attribute | Physical Damage resistance. The higher this is, the less it hurts when somebody hits you. Armor and spells like Protect add to this. |
| Constitution: Secondary Body Attribute | General bodily health. This covers things like how long you can go without sleep, resistance to poisons and diseases, and that sort of thing. Constitution also gives you a bonus to your hitpoints if it is higher than the Body Stat. |
| Appearance: Secondary Body Attribute | Your prettyness. It can be handsomeness, rugged masculinity, 'classic' femanine beauty, cuteness, whatever, but the higher this is, the more pleasing you are to the eye. Never underestimate the power of a first impression. |
| Mind: Primary Attribute | Your mind and social ability. Use this when interacting with people, or figuring things out. If it's low then... then I guess you ride the short bus. |
| Perception: Secondary Mind Attribute | Your 5 senses. People with high perception notice things first, or at all, when others might miss something. Can be useful to sharpshooters or just anybody who hates to be ambushed. Perception determines the base damage for ranged weapons like guns. |
| Intellegence: Secondary Mind Attribute | This covers a lot of things, your ability to remember things, how fast your mind works, and how difficult of concepts you can master. It also determines how good you are at targeting magic. |
| Charisma: Secondary Mind Attribute | Your force of personality. It doesn't have to make you a likeable person, but most people with a high charisma are likeable. However, anyone with a high charisma is a leader-type. For example, Squall isn't the most likeable person ever, but he has that quality that draws people to him. His charisma is high. |
| Willpower: Secondary Mind Attribute | Your ability to resist impulses, some magical effects, and keep yourself going when things look bad. Essential for those who don't want to be labeled a "Chicken-Wuss". Willpower also helps determine Mana points, if it is higher than the base Mind attribute. |
| Magic: Primary Attribute | Your magical abilities. Most of the population doesn't have much magic power. SeeDs train long, long hours to awaken their latent magical talents and understand the spells they use. |
| Vis: Secondary Magic Attribute | Raw magical power. When you cast a spell, this is the stat that determines how strong the effect is. |
| Spirit: Secondary Magic Attribute | Your spiritual strength. This stat determines how well you can absorb mystic punishment. The higher it is, the less spells hurt. Spirit also helps determine Mana, if it is higher than the base Magic attribute. |
| Luck: Secondary Magic Attribute | The higher this is, the more the universe likes you. Luck grants special bonuses like extra Postitive Dice, and other fun goodies. Luck always begins at 1 point, regardless of how high the initial magic attribute is. The only exception to this is the Theif class, who get a much higher Luck attribute. |
| Magic Evade: Secondary Magic Attribute | Physical reflexes don't mean squat when you're trying to dodge hellfire. This stat allows you to try and dodge magic, though that's never easy to do. |
| Reflexes: Primary Attribute | Your agility and reaction speed. Everyone could use a dose of this, though very few people will want to make this stat the primary focus of their character. |
| Dexterity: Secondary Reflex Attribute | Manual Dexterity, manipulating things with your hands, disarming bombs, typing fast, aiming guns. Anything that depends on small movements of the fingers and wrist. |
| Agility: Secondary Reflex Attribute | Bigger dexterity stuff. Whole body movmenents like melee combat, dancing, and climbing. Helps you put the pointy end of your sword in the other man. |
| Speed: Secondary Reflex Attribute | How fast you can act in combat. The higher this is, the more actions you'll get to take per round, which obviously equates to making you stronger in combat. Also, it helps you go first in combat. |
| Evade: Secondary Reflex Attribute | Evade forms the basis for a character's dodge score, as such, it's very important! Evade is generaly much lower than the primary reflex attribute. Evade also covers things like ducking out of the way of unexpected obstructions and the like. |
| Other Stats: | |
| Hitpoints | How much damage you can take. This is based on your Body or Constitution attribute x5, whichever is greater. Therefore, if you have a Body attribute of 8, you have 40 hitpoints. Hitpoints have a maxium of 500 points. |
| Hitpoints will also be increased by surviving certain story events and passing certain trials. Hitpoint bonuses will also be awarded for age and experiance. Essentialy, the longer your character survives, and the more he does, the higher his hitpoints will be. | |
| Mana | Your magical energy. Mana is used to cast spells when you don't have all the Spellshards for them, to activate Blue Magic abilities, and for the running of certain machines. Essentialy it represents your mental and magical energy supply. Mana has a maximum of 256 points. |
| Your mana score is equivilant to your Mind attribute x2, and your Magic attribute x3, added together. So a character with a Mind attribute of 6 and a Magic attribute of 5 would have 27 Mana points. If the character's Willpower is greater than Mind, that attribute is substituted in the Mana calculation. Similarly, if the character's Spirit is higher than Magic, Spr is substituted. |